Tool-assisted game movies
When human skills are just not enough

Submission #6482: CoolHandMike & EZGames69's PCE Legend of Hero Tonma in 04:59.28

Console: TurboGrafx 16
Game name: Legend of Hero Tonma
Game version: USA
ROM filename: Legend of Hero Tonma (USA).pce
Emulator: BizHawk 2.3.1
Movie length: 04:59.28
FrameCount: 17905
Re-record count: 8032
Author's real name:
Author's nickname: CoolHandMike & EZGames69
Submitter: EZGames69
Submitted at: 2019-08-10 17:23:37
Text last edited at: 2020-08-16 05:51:56
Text last edited by: EZGames69
Download: Download (4638 bytes)
Status: published
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Author's comments and explanations:

(Link to video)

Game objectives

Stage by stage comments

Total frames saved was 535.

Stage 1

Time was saved by jumping before going down ledges, also better boss optimization. One thing I do here on the boss was of course get close, but not so close you bounce off of his head or die which helps damage. Then at the very end if you glide towards him a couple frames then move away you can kill him slightly faster. Almost every boss has that tech.

24 frames saved.

Stage 2

Better climbing saved time and a better boss. 31 frames saved.

Stage 3

If you land after a jump, you lose about a frame each time, so to reduce the amount of times I land, I try to hover any time I jump so I can skip having to do a jump later. One cycle less on tree boss as well which saved about 50ish frames. Total frames saved was 74.

Stage 4

Better climbing movement and also able to skip a cycle on the boss. Most of the time saved on this stage was on the boss, about 200 frames. Total frames saved 202.

Stage 5

Most improvements came from a combination of jumping to fall down faster, reducing the amount of jumps needed, and better enemy bouncing. also one area where I climb a bit faster than the publication. Total frames saved 92.

Stage 6

Better movement near the top right of the stage and earlier boss entry helped the stage. By killing the first dragon statue Tonma does not have to bounce a second time.

The boss had better movement and positioning. This boss has several oddities. First is that for the first couple frames you can actually be inside the boss, but for this boss it is not effective, since we want the shots to spread out and hit multiple heads. At the end of the stage I found that there is about a 4-5 pixel range near the center of the stage that allows you to avoid the bosses colliding in the middle. Normally you die but I jump and jitter around inside that and make sure I land right near where the door opens. Total frames saved 35.

Stage 7

Better last boss hits. Just the last boss so we saved 77 frames on it. When I was looking at nitrogenesis's submission should have been 22 frames faster since just by trimming in at the end would kill the final boss.

Masterjun: Judging.

Masterjun: Accepted as an improvement to the previous run.

feos: Pub.

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